Field Manual
Nothing is recruited from nothing. Every unit you field was promoted from a lesser one and armed with equipment you built — so your army is only ever as deep as the supply chain behind it.
01 // The principle
Most strategy games let you buy a soldier. Idle Conflict does not. A rifleman is a rookie who was issued a rifle, body armour and ammunition — each of which had to be manufactured or bought first.
The consequence is that force composition is an economic decision rather than a menu choice. Fielding armour means committing a production line to it for as long as it takes, and every unit in the queue is competing for the same materials and the same treasury.
02 // Categories
Units fall into four categories, and each is trained in its own operator slot — so you can advance up to four lines at once, independently.
Unit dossiers
Every unit carries a full dossier: its combat profile, what it costs to train, and the exact chain of units and equipment required to produce one. You can read the whole tree before committing a single cycle to it.

03 // Training
04 // Progression
Experience is credited by the server across eight stats — strength, health, strategy, artillery, manufacturing, logistics, intelligence and command — each capped at level 99.
Stats are deliberately the long game: they advance on a steeper curve than your commander level, so maxing one is a far larger undertaking than reaching the level cap. Everything you do — training, production, war — pays into the same ledger, so no activity is wasted effort.
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